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Topic: Advocacy, Vision
Vault Recording: TBD
Audience Level: Intermediate
The Xbox Adaptive Controller required a new development approach that was drastically different from how the Microsoft Devices team typically runs a program. To intentionally bring more people with limited mobility into gaming, the team needed to challenge their biases and assumptions, rethink how they designed and engineered controllers, and move the goalposts on how they measure a program's success. This session will share their experiences and give you tips on how you can design better control schemes or input for people with limited mobility in your hardware or games.
Attendees will learn how to recognize when they are designing input systems that exclude people with limited mobility. This session will give them tools that they can use that addresses that exclusion, and can make the game more approachable and accessible to all players.
Anyone who designs input systems, gameplay mechanics, and controls for gaming. Hardware developers will likely benefit the most, but the insights will be applicable to game designers as well.